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Contents
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CreditsEditor
Mark Gedak
LayoutMatt Sharp
Cover Art Alejandro Villen
Logo & Cover DesignAnne Stokes
Interior Illustrations Eric Bergeron, Brent Chumley, Anthea
Dilly,
Marcio Fiorito, David Griffi th, Renato Guedes, Carlos Henry,
Vincent Hie, Vitor Ishimura,
Andrew Jordan, Rhonda Libbey, John McSweeney, Randy Nunley, Tony
Parker, Gillian Pearce,
Scott Purdey, Fred Rawles, Phil Renne,Chad Sergesketter, Stephen
Sheperd, Jamie Sims, Ronald Smith, Alejandro Villen and Nathan
Webb
RPG ManagerIan Belcher
Production DirectorAlexander Fennell
Proofreading Mark Quennell
Contents
Introduction 2
What They Did 3 Not Teach You At Wizard School
Spell Lists 9
Spell Descriptions 29
Appendix 241
Open Game License 250
License 250
Open Game Content & Copyright InformationExpert Player’s
Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All
rights reserved. Expert Player’s Guide – Renegade Wizard’s
Spellbook is presented under the Open Game Licence. See page 250
for the text of the Open Game Licence. This product is Open Game
Content. All other signifi cant characters, names, places, items,
art and text herein are cop y right ed by Mongoose Publishing. All
rights reserved. ‘d20 System’ and the ‘d20 System’ logo are
trademarks owned by Wizards of the Coast, Inc. and are used
according to the terms of the d20 System Licence version 5.0. A
copy of this Licence can be found at www.wizards.com/d20. The
mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned. Dungeons
& Dragons® and Wizards of the Coast® are trademarks of Wizards
of the
Coast, Inc. in the United States and other countries and are
used with permission.Printed in China.
Renegade Wizard’sSpellbook
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Introduction
Magic is a powerful tool for creation and destruction that has
been described by many. In the years since the wizards’ schools
where
built and magic instruction became mechanistic in the fi elds of
combat, the tombs of ancient kings and deep underground, the arcane
arts have been practiced and it has grown. Free of the order and
monotony of the wizard school’s ivory towers, new techniques have
been developed to spread the effects of spells, new descriptors
adopted to better classify spells and even changes to the time
necessary to channel spell energy.
As the nature of magic has changed, it is important for arcane
spellcasters to try to keep up to date on these innovations or else
he could fi nd his own fi reball counterspelled and possess no
defence against another mages’ oozing sores. When striving for
ultimate power, do you want to be using the same tools as everyone
else, or will you turn to the Renegade Wizard’s Spellbook?
The Expert Player ’s GuidesHere at Mongoose Publishing, we are
always looking for new ways to present gaming information and
better formats to help our readers get exactly what they need from
our books.
The Expert Player’s Guides mark a new approach to D20 gaming
from Mongoose Publishing.
How would you like huge 256 page hardback tomes packed full of
D20 rules, each one a complete toolkit focused on one area of the
game?
How would you like every part of these books to be designated as
Open Content, allowing you to freely use them in your own
roleplaying projects?
And if that sounds good, how would you like these 256 page
hardback books to be priced at less than twenty dollars?
The Expert Player’s Guides are designed to provide complete
gaming resources, drawn from the very best of Open Gaming material,
at a fraction of the price similar books have been traditionally
marked at in the past.
The Renegade Wizard’s SpellbookThis tome is the perfect
companion to other magic compendiums - after all, who wants to play
a wizard who only has access to ‘standard’ spells that everyone
else has. With spells and spellcasting rules drawn from the very
best of Open Content sources, the Renegade Wizard’s Spellbook is
your one-stop shop for arcane power!
The Renegade Wizard’s Spellbook was designed to include a wide
range of arcane spells from a wide range of sources. What They Did
Not Teach You At Wizard’s School presents information on a number
of enhancements to the magical overview section of your standard
magic sourcebook. This is followed by complete Spell Lists for the
Renegade Wizard’s Spellbook and over 200 pages of Open Game Content
spells from more than sixty print and electronic sources. The
Appendix houses all the additional rules such as feats, monster
statistics and skills necessary to make full use of the spells
provided for you in this collection. Hopefully, the next arcane
spellcaster in your game will have a few new tricks with which to
surprise their fellow adventurers.
The Renegade Wizard’s Spellbook features 100% Open Game
Content.
‘Look, I know you’re new at this whole adventuring thing having
just gotten out of wizard’s school with your precious little book
loaded with cantrips, feather fall, mage armour and magic missile,
but if you want to survive in this world you’d better learn right
now. Don’t believe what you have been told.’
Jaizki Stormcloud, to the young wizard Arcadius, hours before he
fell victim to a kobold sorcerer’s gelid stream.
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What They Did not Teach...
The study of magic at wizard’s school is suffi cient for
most
spellcasters but anyone truly devoted to the arcane arts will
eventually decided to leave their mouldy textbooks behind and begin
to experiment with the nature of magic itself. Many of the spells
introduced in this tome are the direct result of this sort of this
experimentation. Likewise the spells presented in this tome may
exhibit a number of new properties which are detailed below.
SubschoolAlmost every spell belongs to one of eight schools of
magic. A school of magic is a group of related spells that work in
similar ways. A small number of spells (arcane mark, limited wish,
permanency, prestidigitation and wish) are universal, belonging to
no school. Traditionally there are 13 subschools of magic with each
school having a limited set of subschools. However, some specialist
wizards have discovered that there is another subschool that can be
applied to any of the traditional schools of magic.
Contingent – SchoolThis is a contingent subschool, which is
typically noted in the spells description as (Contingent – School).
A contingent spell requires that an arcane or divine spellcaster
have access to a specifi c school and not be prohibited from its
spells. For example, a spell labelled Enchantment (Contingent –
Illusion) is an Enchantment spell that can only be cast by a
character that could
also cast Illusion spells. This has lead to some Schools spells
being unavailable to specialists who are prohibited
from contingent schools.
DESCRIPTORAppearing on the same line as the school and
subschool, when applicable, is a descriptor that further
categorises the spell in some way. Some spells have more than one
descriptor. There are eight new descriptors used in the Renegade
Wizard’s Spellbook, their descriptions and properties are noted
below.
ArchaicThere are a small number of spells that are ancient,
older than almost any other spell known by wizards today. It stands
to reason that the art of spellcasting, just like any other art or
science, would adapt and evolve over time until there came a point
when ‘modern’ spellcasting techniques would little resemble the
techniques used thousands of years ago. Spellcasters, it can be
assumed, would have diffi culty following the archaic practices
detailed in the spellbooks from so long ago an era. For our
purposes, such spells are identifi ed with the descriptor
Archaic.
WHAT THEY DID NOT TEACH YOU AT WIZARD’S SCHOOL
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Archaic spells are both more diffi cult to learn and more diffi
cult to cast. Learning an archaic spell requires the spellcaster to
spend a number of weeks equal to the spell’s level doing nothing
but studying. Breaks for eating and sleeping are allowed but the
spellcaster must spend a minimum of 15 hours a day studying the
spell in question. At the end of that time the spellcaster must
make an Intelligence check (DC equal to the spell level plus 20).
For each extra week spent studying, the spellcaster gains a +1
circumstance bonus to this check. If this check is failed, the
spellcaster may not attempt to learn this spell again until he has
gained a level in his spellcasting class.
When casting an archaic spell, the spellcaster must make a
Spellcraft check (DC 10 plus the spell’s level). The caster gains a
+1 circumstance bonus to this roll for each round above the stated
casting time he spends doing nothing but casting the spell. If this
check fails, the spell slot is expended though the spell has no
effect.
NOTE: In your campaign, magic may have evolved differently. The
archaic descriptor, as described above, assumes that spellcasting
is actually decreasing in power as time elapses. For campaigns in
which
magic is improving and not being forgotten, the archaic
descriptor is out of place and should not be used. Each Games
Master must determine for himself how magic has changed over time
in his campaign world.
AgeThis descriptor denotes any spell that relates to magical
aging effects or the rejuvenation of a creature to an earlier
age.
FocusedSpells with this descriptor can be cast by any mage, but
when cast by a specialist in the spell’s school with Spell Focus
and Greater Spell Focus in that school of magic it has an
additional or more powerful effect. The focused descriptor can be
seen in action in the caress group of spells in this spellbook.
Although this descriptor was fi rst seen within the Transmutation
school; other specialists are beginning to perfect this type of
spell research as well.
HangingHanging spells are cast when an arcane spellcaster fi rst
prepares or regains his spell
slots. These spells then remain ‘active’ throughout the rest of
the day, awaiting only a single word to perform their full effect.
While hanging, they count as current spell effects and maybe
dispelled normally. Speaking the activation word is an immediate
action that can be taken even if it is not the caster’s turn as
long as he is not fl at footed at the time. Hanging spells count as
spent spell slots and are instantly negated without effect if the
spellcaster refi lls that spell slot for any reason, even through
the use of an item like a ring of wizardry. The casting time for
any hanging spell is one minute per spell level unless otherwise
noted. If the hanging spell is cast from a scroll, it remains in
effect for 24 hours; at the end of that time it fades if it is not
used.
Judicial CurseThere are times when a criminal cannot be brought
to justice, or when she is simply too powerful for the forces of
the law to overcome. But where an evil archmage may be able to
resist any minor spell a crusading cleric has in her repertoire,
the church can call on the power of the faithful to overcome his
resistance. If a spell is identifi ed as a judicial curse, it has
the following benefi ts and restrictions:
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Ceremonial Force: You can increase the power of the spell by
taking additional time to perform the ritual and by receiving
support from assistants. This increased effect is measured in
ceremonial force.
For every two hours you add to the casting time of the spell,
you receive 1 point of ceremonial force. You can spend a maximum of
six hours in order to receive a total of 3 points of ceremonial
force by increasing casting time.
For every two assistants you have helping you with the ritual,
you receive 1 point of ceremonial force, to a maximum bonus of 3.
Assistants must be of at least 2nd level in a class that has the
potential to cast the spell in question. To provide you with this
benefi t, an assistant must perform the verbal and somatic
components required by the spell, and he must participate for the
full casting time of the spell.
If the spell is divine in nature, you can increase its power
further through use of a sacred relic of your deity. The nature of
the deity will determine the nature of her relics; a goddess of
knowledge might have spread the pages of the fi rst book across the
world, while a war god would treasure the weapons of his sacred
champions. You cannot create a relic, and it is ultimately up to
the Games Master to decide if your god even has relics. Depending
on the holiness of the object, you will gain 1 to 3 points of
ceremonial force from its presence. Even if you have multiple
relics, you cannot gain more than 3 points of ceremonial force.
Arcane casters may be able to mimic this effect by creating
esoteric spell amplifi ers; this is left up to the Games
Master.
Ceremonial force has the following effects:
· Spell formulas (such as spell range) may be modifi ed by the
number of points of ceremonial force in the spell. These effects
vary, and details can be found in the description of a specifi c
judicial curse.
· The ceremonial force is added to the DC of the spell’s saving
throw. This cannot increase the DC by more than 5 points.
· If the spell effect can be removed with break enchantment, the
ceremonial force is added to your level to determine the effective
caster level of the spell.
· Unless otherwise specifi ed, the effects of a judicial curse
can be broken with remove curse. Add
the ceremonial force of the spell to your caster level; the
character attempting to break the curse must be of equal or higher
level or remove curse will fail.
Restrictions: A judicial curse can only be used on a creature
that could normally fall under the jurisdiction of your justice
system. Nationality is not an issue, so most societies could target
any human; but you cannot excommunicate a dragon. As an optional
rule, the Games Master may decide that judicial curses cannot be
used unless the target has actually been convicted of a crime (even
if he was tried in absentia); alternately, he could receive a +5
bonus to his saving throw if he is innocent of any wrongdoing.
These benefi ts and restrictions only apply to spells that are
clearly designated as judicial curses! You cannot increase the
power of a fi reball just because you have a few friends working
with you.
PoisonThe descriptor does not have any mechanical effect in its
own right. However, it interacts with various other mechanics
introduced in the book. It represents a spell’s reliance on the
magical manipulation of poison. In addition to the spells contained
in this book, the following classic spells should have it added to
their entry: delay poison, detect poison, neutralise poison and
poison.
PrimeThe prime descriptor indicates a spell that uses the fi eld
of power between the caster and the Prime Material Plane to
generate its effects. As such, the spell does not work if cast in a
dimension other than the prime or if the caster is in a physical
state other than corporeal. Outsiders can use prime spells without
diffi culty, provided they are on the prime material plane when
they do so and are corporeal at the time. Creatures who lack
corporeality cannot use prime spells at all, even if they are
manifested at the time of casting.
TemporalTemporal is a designator applied to all spells to do
with the manipulation, perception or investigation of time. A
wizard who has learned to cast these spells is often known as a
chronomancer. In order to successfully be able to cast spells with
the temporal designator, an arcane spellcaster must possess at
least 5 ranks in both Knowledge (arcana) and Spellcraft, as well as
possess the Extend Spell and Quicken Spell feats.
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ComponentsA spell’s components are what you must do or possess
to cast it. The Components entry in a spell description includes
abbreviations that tell you what type of components it has. Specifi
cs for material, focus and XP components are given at the end of
the descriptive text. Usually you do not worry about components,
but when you cannot use a component for some reason or when a
material or focus component is expensive, then the components are
important. Additionally, some complex spells require a skill check
to use properly.
Skill Check (SK): A skill check is sometimes necessary in spells
that have long casting time or delicate somantic components. The
skill check component was fi rst seen in the crafted series of
Illusion spells that allow for the development of enduring
illusions at all spellcaster levels. The skill check can also be
used to make the spell a masterwork effect adding +1 to the spell’s
save DC.
Casting TimeMost spells have a casting time of one standard
action. Others take one round or more, while a few require only a
free action. A spell that takes one round to cast is a full-round
action. It comes into effect just before the beginning of your turn
in the round after you began casting the spell. You then act
normally after the spell is completed. Recently spells have been
researched that can be cast as swift or immediate actions.
Swift ActionA swift action consumes a very small amount of time,
but represents a larger expenditure of effort and energy than a
free action. You can perform one swift action per turn without
affecting your ability to perform other actions. In that regard, a
swift action is like a free action. However, you can perform only a
single swift action per turn, regardless of what other actions you
take. You can take a swift action any time
you would normally be allowed to take a free action. Swift
actions usually involve magic or the activation of magic items;
many characters (especially those who do not use magic) never have
an opportunity to take a swift action.
Casting a quickened spell is a swift action. In addition,
casting any spell with a casting time of one swift action is a
swift action.
Casting a spell with a casting time of one swift action does not
provoke attacks of opportunity.
Immediate ActionMuch like a swift action, an immediate action
consumes a very small amount of time, but represents a larger
expenditure of effort and energy than a free action. However,
unlike a swift action,
an immediate action can be performed at any time - even
if it is not your turn. Using an immediate action on
your turn is the same as using a swift action,
and counts as your swift action for that turn. You
cannot use another immediate action or a swift action
until after your next turn if you have
used an immediate action when it is not currently your turn
(effectively, using an immediate action before your turn is
equivalent
to using your swift action for the coming turn). You
a l s o cannot use an immediate action if you are currently fl
at-footed.
Aiming a SpellYou must make some choice about whom the spell is
to affect or where the effect is to originate, depending on the
type of spell. The next entry in a spell description defi nes the
spell’s target (or targets), its effect or its area, as
appropriate. Mages who regularly see the fi elds of battle are not
content with the simple areas of effect so common in other types of
arcane magic. In order to gain the maximum impact from their
spells, they have created several new ways to deliver magical
effects for some of their castings, detailed below.
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ContentsIntroductionWhat They Did not Teach You at Wizard's
SchoolSpell ListSpell DescriptionsAppendixOpen Game License